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To the Mistmyr Fallsby Giampaolo Agosta and Andrea Ciceri from Threshold Magazine issue 17
[Image: title page]
It is intended that PCs reach level 2 before entering Loktal’s Vault. To this end, the adventure provides about 1400 XP in monsters, and the same amount in story and goal bonuses. On the other hand, it is purposefully written with less treasure than it is usual, in order to keep the PCs from being able to hire large numbers of helpers for the dungeon delve. For a more traditional approach, multiply all treasure values by 20. Otherwise, keep the stated treasure value, but assign to the PCs 20 times as much experience as the gold pieces value of the recovered treasure. In both cases, the adventure should award a total of 6000 to 7000 XP.
Furthermore, in Aercruth and in the mountains it is always possible to add more encounters to ensure that the PCs collect the necessary experience before delving into Loktal’s Vault. We provide two possible side-trek suggestions from the pages of Dungeon Magazine, but many other short adventures may be used instead. If your party has already a few hundred XPs under their belt, you can safely skip these side-treks.
Overview of the overland journey
[Image: Overland Map]
[Table: Random Encounters]
The Journey to Mistmyr Falls
Ambush at Waymeet
The Broken Shields agents in Longflask have alerted their superiors about the PCs’ interference. They send three of their people to ambush the PCs in an attempt to recover any information they might have obtained from the dwarven tomb near Longflask.
Gori Dwalifwarf Morskyr (D1, hp 7, AC 5, Str +1, Wis -1, Cha +2): this dwarf woman is armed with shield and mace (dmg 1d6+1), and wears scale mail. Gori is the leader of this Broken Shields team of troubleshooters.
Nalum Bombedwarf Baltorrad (D1, hp 4, AC 7, Str +1, Dex -1): this tall dwarf is armed with a pole axe (dmg 1d10+1) and a silver dagger (dmg 1d4) and wears scale mail.
Kona Bombifwarf Gilkon (D1, hp 4, AC 6, Str +1, Int +1, Wis -1): this dwarf woman wields a heavy crossbow (dmg 1d8) and a mace (dmg 1d6+1) and wears scale mail. She also has a silver dagger with her.
The three dwarves set their ambush taking position behind rocks and trees. Gori takes point, and tackles the PCs from the front, stepping out of their hiding place when they pass near her. Nalum is positioned on the other side of the road, behind a tree. He will try to attack the PCs from behind. Meanwhile, Kona is positioned behind a boulder within close range for her heavy crossbow.
The PCs can detect the ambush with an appropriate skill roll (e.g., Alertness or Danger Sense), or with a Wisdom roll at ½ score.
Award 100 XP to the PCs for surviving the ambush. If they capture a dwarf, the PCs can learn about the Broken Shield motives to some extent: the dwarf knows that a clan in Rockhome is interested in some ruins in the Five Shires, which contain relics of interest for the dwarves. The captured dwarf is only a low-level agent, and is not privy to much more information. Each dwarf has 2d8 gold coins and 3d4 silver coins, minted in Rockhome.
Murder at Wayside Inn
A major storm builds up while the PCs cross the Wardle, so they reach the Wayside Inn as the rain becomes intense. Combined with the twilight, this should make further progress all but impossible, and the welcoming light of the Wayside Inn all the more attractive. The Inn is as well appointed as one would expect from an establishment managed by Hin. Ceilings are somewhat higher than in typical Hin buildings, to allow humans and elves to fit - although with some difficulty for tall humans.
[Image: The Wayside Inn]
While the PCs stop at the Inn, two plots occur. First, two hin agents of the Broken Shields will try to hamper them. At the minimum, they will spy on them and report to their Dwarven employers, but, given opportunity, they will steal from or otherwise sabotage the PCs. Second, a shapechanger is hiding in the Wayside Inn, disguised as a customer, and will murder one of the other guests or staff members to eat them.
The Wayside Inn Staff
Osclinn, daughter of Jotho Omblestaff (H2, N): a slight but though (Con 16) middle-aged halfling woman, “Linn” is uncharacteristically lazy for a Shire hin. She inherited the Wayside Inn from her parents - the Omblestaff have owned it for generations - but takes only a minimal hand in the actual running, leaving it to her husband Olthiir and their employee, Horl.
Olthiir, son of Logthim Longwinkle (H2, N): a physically fit adult (Str 15, Con 15, Cha 13), Olthiir is a shrewd business hin. He is much more active than his wife, Linn, in the management of the Wayside Inn.
Horlmyr, son of Bundymyr Seaeyes (H1, L): a sheep-pox scarred adult hin, with a bit of a limp (Dex 8, Cha 7), Horl is a reliable and honest worker. He does all sorts of jobs at the inn.
Lobdyalassa, daughter of Horlaltor Darkeyes (H1, C): known as “Lassa the Rascal” , this unattractive (Cha 8) hin woman is a former pirate. She’s known as a “bad apple” type for deserting her crew to maximize her profit. She is now in the pocket of the Broken Shields, and she is supposed to bodyguard their main agent, Bunsar Boldnose. For this reason, she poses as his wife.
Bunsar, son of Horlthiir Boldnose (H1, C): Bunsy is the type of hin who would do anything for quick money. In this case, it means he is taking the Broken Shields’ money to spy on travellers passing at the Wayside Inn. He may have not been the best choice, as he is not the most perceptive hin of the lot (Wis 8). However, he is cautious and an able liar (Deceive 11). His chubby appearance hides a stout physique (Con 13). Bunsy poses as a well-to-do hin traveling at leisure towards the hill country.
Lobagh, daughter of Ultho Bristlebur (H1, L): a young and attractive hin girl with an athletic physique (Cha 15, Str 13), Lobbie is as adorable as she is dumb (Int 7, Wis 8). She is quite a flirt, but a trusty soul bordering on the naive. She believes all hin to be epitomes of virtue, and will easily fall into any trap. She is travelling to Aercruth to visit a cousin with her friend Zara.
Zaressa, daughter of Shanmyr Alehill (H1, L): commonly called Zara, this young hin woman is rather attractive (Cha 13), with a thin and supple body (Str 7, Dex 13). She knows she is not very brilliant (Int 7) and has learnt from past mistakes (Wis 14), so she is not extremely cautious. She is also surprisingly courageous for one with her minute physique, and will jump to the defense of people in danger, especially her friend Lobbie.
Unfortunately, a Wererat1 (3* HD, C) hides among the guests. He claims to be Jenaldymar, son of Ogermyr Woodgrott, or Dymar to his friends. He is completely unaware of the plots of Bunsy and Lassa, and merely plans to make a quick snack out of the other guests. He plans to use the bad weather to cover his tracks after he makes his escape. During the night, Dymar kills one of the other people present in the Inn. The default option is for him to kill Lobbie, after luring her out of her room by claiming to have fallen in love with her. Otherwise, he might meet Horl as he performs some late night task such as cleaning the saloon. Finally, if one of the PCs happens to be around alone during the night, he might be the target instead.
However, something goes wrong. Either Zara looks for her friend, or Maerly, Olthiir’s dog, sniffs Dymar’s presence and wakes everybody with his baying, or Horl sees the murder or accidentally finds the body. Dymar makes his escape, however, and cannot be immediately identified, since he is in rat form.
From this point, it is up to the PCs to help Olthiir in the hunt for the murderer. They may try to wait for the Krondar to arrive, in which case Dymar will try to escape, trusting the rain to cover his tracks. Or they may investigate, which may lead them to discover that Bunsy and Lassa are not who they claim to be (they have dwarven gold and some coded messages in their room). Finally, while the investigation is ongoing, Bunsy and Lassa may try to kill off one of the PCs, and let the blame fall on Dymar.
When the PCs leave the Inn, assess their success as follows:
100 XP for surviving the night;
100 XP if they prevented Dymar from killing any NPC;
100 XP if they discovered Bunsy’s and Lassa’s involvement with the Broken Shields;
100 XP if they identified and arrested Dymar.
Aercruth is the last village before the wilderness. The characters can recover from wounds and injuries here, or restock as needed. By default, nothing happens here, although the DM may want to place an unrelated side quest. In this case, we recommend “Redcap's Rampage” from Dungeon Magazine #54.
During the crossing of the woods north of Aercruth, two encounters happen. First, the PCs find the cave of a crone of chaos. This happen near mid-day, if the PCs left Aercruth in the morning. Then, they meet a family of wandering gnome tinkers, with whom they can camp during the night.
[Image: The Wooded Hills north of Aercruth]
A Cave in the Woods
In this event, the PCs find tracks leading to a cave in the woods. An easy (+4 skill rating bonus) Tracking skill roll will identify some boot prints compatible with those of a dwarf.
The cave is actually the lair of a crone of chaos, a dangerous, cannibalistic female humanoid. A party of Broken Shields agents has fallen into the hands of the crone.
This is a small but complete dungeon. It can also be used independently from the main adventure. It is quite dangerous, as it contains several relatively high level monsters. However, the PCs have the opportunity to gain the help of the imprisoned dwarves.
[Image: Map of the Cave in the Woods]
The cavern appears empty, but tracks of heavy boots and animal paws are evident. A Tracking skill roll will identify three separate sets of recent boot tracks, and two set of barefoot tracks.
Imelda, a crone of chaos (HD 6*, C; hp 26; 500 XP), dwells in this cave. She appears as a beautiful woman (of the same species of the PC with the highest charisma), and will attempt to persuade the PCs that she’s a kidnapped noblewoman (or a relative of a wealthy hin from Northshire, or any other similar story, as appropriate to her apparent race). She claims to have been imprisoned here by an evil wizard. She is apparently chained to the wall, but the chains are illusory. If the PCs do not believe her, she attacks with her Daggers of Sorcery2, all the while claiming the attack to be a magical trap. If the PCs defeat Imelda, they find a potion of healing, a potion of animal control, 140 sp, and a silver necklace worth 20 gp.
Two normal wolves (HD 2+2, hp 10, 11; 50 XP) guard the entrance to the inner caves. They scent the PCs in room 1, and prepare to attack. Like all the animals in the caves, they are controlled by the crone of chaos in area 3. They will not attack the male PC with the highest charisma score.
The entrance to this cavern is blocked by a set of iron bars. A lever, when pulled, lowers two of the bars, providing access to the cavern. Inside, four humanoids are tied to walls with iron chains. There are two dwarves, a human, and a halfling. The two dwarves are Broken Shields agents, Bombin Korarwarf Norrest (D1, L; hp 6; Str 13, Dex 7) and Doror Dorfurwarf Globuhr (D1, L; hp 4, current hp 1; Str 13); the human is an Ylari mercenary sorcerer, Aziz bin Jibril (MU 1, N; hp 2, current hp 1; Int 16, Wis 6); and the halfling is a guide hired by the dwarves, Bellomyr, son of Horlalsar Dustyboots (H1, N; hp 3; Wis 7). Each of them can tell the PCs a different story to explain how they ended up in this cell:
The dwarves’ story; there is a witch in the cave, she captured them and charmed the magic user. The dwarves’ story is true. They were captured after Aziz cast a sleep spell on them.
The magic user’s story; there is another prisoner, a beautiful noblewoman, the dwarves are in league with an evil wizard. Aziz is not charmed, but was attacked by the crone’s daggers of sorcery and knocked out after he stopped Bombir and Doror from attacking Imelda.
The halfling’s story; there is no wizard and no witch - the halfling suffers from denial gone awry after losing his sanity - the crone mated with his brother Mulmyr, then devoured him while he was watching.
Two oil beetles (HD 2*, hp 9, 8; 50 XP) patrol this room. They attack any interloper. They are controlled by the crone in area 2, but too unintelligent to follow more complex orders.
This cavern is empty.
A bear trap is set in this room. Anyone passing here without accurately checking the floor has a 25% chance of triggering the trap. A ST vs Paralysis allows a character to jump to the side before the trap catches a leg. If a PC falls into the trap, it inflicts 1d4 hp of damage. On a 4, the leg of the victim is broken, and the victim suffers a penalty of 50% to movement rate and -2 to AC. The penalty is removed by a cure light wounds. The victim is also trapped (regardless of damage), and it takes a successful Strength check to free them.
This cavern is empty.
An old old giant weasel (HD 4, AC 8, hp 16; 100 XP) guards this room. This animal is semi-tame and loyal to the crone in area 2, but will ferociously attack the PCs until one of them is killed. Then, it will flee to area 7 or 12, only to return if Imelda in area 2 is attacked.
A pit trap is hidden under the refuse that litters the floor. The pit trap is 10’ deep, and inflicts 1d6 hp of damage to any PC that falls into it (ST vs. Paralysis to avoid).
This cavern is empty, except from the decaying body of a halfling (it was once Mulmyr Dustyboots, the brother of Bellomyr from area 4). The corpse has been largely devoured by some wild animal. A First Aid or Natural Lore skill roll will identify the bites as inflicted by a humanoid mouth with sharp, carnivorous teeth, before the onset of decay.
The cave is filled with discarded equipment. Searching through it will yield 120 silver coins and 30 gold coins. However, it takes one hour to fully search it. A Wisdom check will reduce this time to 1 turn.
The Broken Shields’ equipment has been dumped in this dirty cave. The PCs will find two suits of chain mail armour (dwarf-sized), a battle axe, a mace, a round shield, four daggers, a hand axe, and two short swords. There is also a broken short bow and a quiver with 6 arrows.
If the PCs survive the encounter with the crone of chaos, award them a total of 100 XP. Furthermore, if they save the Broken Shields, award them another 200 XP.
The Lodebottom Gnomes
This family of gnomes, led by the patriarch Dirlin (Gnome 4, L) are wandering tinkers. They travel in a small wagon drawn by a pair of ponies. They have a wide range of goods for sale, including thieves’ tools, and can repair weapons and armor. They also have a small range of special items. Interesting objects for the adventurers include two strange contraptions, vaguely tube-like and about one yard in length. These items act as one-use missile weapons (same range as a heavy crossbow), can be used untrained, and inflict 2d4+1 hp if they hit (attack roll at +1, blades and points are silver, so they can hit lycanthropes). After being used, they cannot be reloaded. The gnomes ask 100 gp for each of these items.
The gnomes have also met the Broken Shields. They are friendly towards dwarves, and will hardly believe any negative comment, attributing it to old disagreements between hin and dwarves, which they believe should be left behind. Thus, they will not reveal anything about the Broken Shields unless the PCs trick them, or provide overwhelming proof of the dwarves’ wrongdoings. In that case, the gnomes know the same information as the Broken Shields agents at Waymeet.
Finally, Tekira, Dirlin’s daughter, is a priestess of Garal Glitterlode (Gnome 3/Shaman 2, L). She will help the PCs with Cure Light Wounds spells, if they are friendly. Besides Dirlin and Tekira, there are three other gnomes (all Normal Monsters).
Battle of Blackflame
Eventually the characters will reach the site where the Battle of the Blackflame took place. Although it has been a long time since that event, the place seems desolate and barren, in sharp contrast to the rich flora that distinguishes the Five Shires. The southern part of the area is the most pleasant one: there are large green and grassy spaces, dotted here and there by some leafy trees. There is also a stream that provides fresh water to anyone (and also some tenches to feed any hungry angler). The northern part of the area is the one most marked by the battle: the soil becomes bare and void of vegetation, the trees become bare, black and twisted. The more you go north, inside a gorge that creeps into the mountains (where the orcs were slain), the more it becomes clear that in this place a large amount of magic energy was used. For example, you can find a shrub of wild roses whose branches, leaves, and flowers are constantly consumed by an invisible fire, but then come back intact, as if time was rewound. This is clearly a residual effect of Blackflame but only the halflings, more aware of the mysteries of the clan, can recognise it.
In any case the PC can try to learn something more of this place:
If any of the (non-halfling) PCs possess the Local History skill, they can roll it and with a successful test will be able to remember that this is the place where an important battle between halfling and orcs was fought.
Instead, any halfling PC that succeeds in the test can remember the following information: the Battle of Blackflame was fought here three centuries before (700 AC); in that struggle, a great force of invading orcs was drawn into one great host by skillful hin retreats commanded by Bleth Nar (last dan-chief of the Nars), and utterly destroyed by massed hin magic (notably Blackflame). With an extraordinary success they can also learn that this was the last battle of the Nar clan that has been extinct for three hundred years. This place should also be the one where the clan standard banner (three talons of brown on a white field) has been lost.
An unexpected encounter
During the night the characters will be visited by an unlikely creature. Is a tiny Leprechaun3, dressed in green and with a small lantern, which will try to be noticed by one of the characters awake for the watch turn (precisely for this reason the characters do not have to do any kind of test to notice it, he is in fact looking to be seen). Once someone has noticed it, the Leprechaun, O’ Brann (male Leprechaun 12, 26 HP, AC 5, armed with a tiny wooden staff, which inflicts 1d2 hit points of damage4) will show up, present himself and tell them something like this:
[Image: A Leprechaun]
Hullo travelers! My name is O’Brann and I live in these areas. I'm here to ask for your help! Please accept my proposal! A few travellers passed here and nobody wanted to listen to me.
To the north there is a valley inhabited by spirits: they are soldiers of an ancient battle who have no peace and can’t find a way to the afterlife. One of these in particular don’t makes me sleep overnight! Is a halfling dressed in mail armour, with a very bad neck wound, crying near a large boulder at about half the valley. If you can find out what his problem is, and help him, I will finally get some rest and I can get back to work. I'm a great shoemaker and I can repay you with a gem and a pair of magic boots. How about it? Will you help a poor little fella in need of sleep?
At this point, the characters may decide to give a hand to O’Brann or to continue exploring the area on their own.
In search of the wounded halfling
[Encounter: 9 Skeletons, XP 90]
If the characters head to the valley they will find a different atmosphere than the one they encountered if they had already visited the valley. This time they are immersed in a twilight atmosphere, a rather dense fog has dropped down on the area and lets them only glimpse the indistinct silhouettes of the elements of the landscape. Every now and then, without warning, the noise of a battle is heard: swords hitting shields, screams, shooted arrows and shouted orders (which the PCs can understand if they know the Orc language). From time to time, out of the corner of their eyes, they can see shadows that fight between themselves in the midst of dark explosions. At some point out of this fog, nine skeletons approach the group. Some are quite tall with fangs in place of the teeth. Others are little more than babies. They are obviously the remains of the soldiers who fought in this place three centuries ago.
As soon as the group has got rid of the skeletons, they will hear in the distance a weeping cry. If they follow the noise they will arrive at a large boulder (maybe a projectile of an orcish siege weapon) on which a translucent figure of an halfling is seated. Just as O'Brann had described it, this halfling is wearing a mail armor, probably of elven origin; on the neck has a large wound, probably caused by a heavy cutting weapon. It looks incredibly sad and disconsolate.
The group has finally met Bleth Nar, the last of Clan Nar commanders, who has returned from death as Lesser Haunt5. For 300 years he has failed to find the well-deserved eternal peace as he feels guilty of losing the clan standard, one of the few memorabilia that reminds of the existence and the actions of the Clan Nar. Bleth Nar will try to persuade the characters to help him and, if they are successful, he promises to reveal to them a hidden compartment where orcs had packed some war trophies. If the group asks about where the banner might be and his appearance, Bleth Nar is going to describe it (Three Talons of Brown on a White Field), and he will say that it is probably with the orc that killed him, a big warchief without an eye and with a scar that crosses his face.
In search of the banner
To find the warchief, the group must head towards the heart of the valley, where the most bloody clashes between halflings and greenskins took place. Along the way, before reaching their destination, the PCs will have to defeat two groups of skeletons: the first one is composed by five skeletons of large orcs and bugbears. To represent this, use the following modified stats:
Large Skeleton (5)
Armor Class: 6
Hit Dice: 1+1 (hp: 9)
Attacks: 1 (Bonus THAC0 +1)
Damage: Battle Axe (1d8+1)
Save As: F1 Bonus +1
XP Value: 20.
The second encounter will be composed of three large skeletons and six smaller skeletons representing instead goblins armed with bows.
Small Skeleton (6)
Armor Class: 7
Hit Dice: 1-1 (hp 5)
Attacks: 1 (Malus THAC0 -1)
Damage: Small Bow (1d6 -1)
Save As: F1 -1
XP Value: 5.
Marukk, The Halflings Cruncher
Eventually, the characters will arrive near a rather large square. The magical mist that surrounds the valley let appear remaining images of the ancient battle: big orcish warmachines, halfling and greenskin fights, magic spells and magic energies unleashed without remorse. In the middle of this chaos a large spectral figure screams orders with a thundering voice. He’s Marukk, the warchief that killed Bleth Nar, a large ogre without an eye and with a scar that crosses his face. He is surrounded by its own “honour guard” of four Uncorporeal Orcs.
Marukk, Ghost Ogre Warchief
Uncorporeal6 3, Chaotic
Statistics: HD 3+4****, hp 16, AC 5, XP Value: 150.
Attacks: 1 touch or gaze, damage 1d6 or paralysis; also, see poisonous aura under special abilities.
Defenses: need silver weapons to hit.
Special abilities: poisonous presence (poisons water and food within 15’, kills small plants and insects); paralyzing gaze (1d4 rounds), immune to charm and sleep spells, incorporeal, materialize (takes 1 round), enter Ethereal 1/day.
Summoned Uncorporeal Orcs: Uncorporeal NM, HD 1*, AC 6, attack 1 touch, damage 1d6, undead immunities, incorporeal, materialize (takes 2 rounds), enter Ethereal 1/day, XP Value: 15 each.
The defeat of Marukk allows the group to find the clan Nar standard. It is almost entirely covered by a boulder, another bullet of the orcs war machines. How it has remained intact despite three centuries of weather exposition remains a mystery.
In addition to this it is possible to notice a slight thinning of the magical mist that was covering the valley. Much of the images and sounds produced by the mist seem to fade and melt.
Bringing the banner back to Bleth Nar will cause him to finally find eternal peace. Before leavin,g the halfling will indicate to the group a place in the ground where a trunk is buried. Inside the group will find some coins (50 gp, 200 ep, 500 sp) and a Rope of Climbing7.
If asked, Bleth Nar will be able to provide the direction in which the mine is located (although it will not be accurate about it).
O'Brann will be extremely happy that the nocturnal crying has finally ceased. He will give to the group a green gem (jade, 10 gp). He will also create (in one night) a pair of boots for one of them; they will be able to choose between Boots of Levitation and Boots of Speed. Once the boots have been delivered, he will depart from the characters with a mysterious "We will meet again".
[Image: The Mistmyr Falls]
For each 8-miles hex explored (or for each day of exploration), roll a random encounter. Exploration requires appropriate skill rolls to avoid getting lost in the mountains and having to backtrack to a previous point. Use the Navigation skill for this purpose:
On a success, the PCs explore the hex without problems, but may still meet random monsters (at the DM’s option, a success on half score may avoid such encounters).
On a failure, the PCs lose a day trying to get back on track, due to difficult terrain which forces them to take a longer path and/or rest more frequently.
On a failure by 4 or more, the PCs believe they have found the entrance of the mine, but they have actually found a cave inhabited by a pair of mountain lions. On a repeated major failure, the DM may decide whether to add a new side-trek (in this case we recommend The Witch of Windcrag from Dungeon Magazine #51.
In any case, award a total of 100 XP for each explored hex.
The Mountain Lion Den
This small cave is the dwelling of dangerous predators. However, the PCs are lost and take it for the mine entrance.
[Image: Map of the Mountain Lion Den]
A difficult (half score) Danger Sense or Tracking roll alerts them that the cave is not what they are looking for. Depending on the skill employed, the PCs may notice the tracks of a great cat, or sense the lingering scent of the puma.
This cavern is empty, but the ceiling is rather low. All PCs taller than 1 meter will have difficulty moving here: dwarves need to stoop, and elves and humans have to crawl.
The ceiling is higher in this area, and all PCs can stand. There is nothing here, except for discarded bones. A Natural Lore skill roll will identify carnivorous teeth marks on the bones of a mountain goat.
Two mountain lions (HD 3+2, AC 6; 14 hp, 15 hp; 100 XP) wait for the PCs. They have good sense of smell, so they are not surprised.
Four mountain lion cubs (HD 1+2, AC 9; hp 6, 7; dmg 1/1/1d2; 60 XP) are found here. They attempt to flee, but will fight if cornered.
This cave leads to an exit, which is rather difficult to navigate due to the very low ceiling. Hin have to stoop, and bulky PCs will need to make a successful Dexterity or Escape check to avoid remaining stuck between ceiling and floor.
This cave is empty, except for the corpse of a hin explorer. The corpse has been fully devoured by the mountain lions, leaving only a broken shortbow, an empty quiver, a dirty, long, jagged dagger of excellent manufacture (+1 to hit in melee), a pouch with 3 gold pieces, 12 silver pieces and 8 copper pieces, and a locket with the portrait of a hin girl and the name Silagh (value: 5 gp).
The Broken Shields Attack
When the PCs finally find the mine entrance at Mistmyr Falls, the Broken Shields fall upon them with their remaining forces. Depending on how successful the PCs have been in past encounters, the dwarves can be present in force, or they may be a relatively easy encounter.
Balur “Rockcutter” Naicwarf Filblys
Dwarf Cleric 2, hp 12, AC 2
Str 10, Int 10, Wis 14, Dex 8, Con 13, Cha 8
Balur is the leader of the Broken Shield team sent to track down Lotkal’s Vault. He is a good combatant, and is valued by his Broken Shield superiors because of his loyalty and dedication, but his leadership is hampered by his abrasive personality. Furthermore, an accident in his youth limits his mobility. Balur fights equally well with the hand axe and warhammer, and keeps a throwing hammer ready. He wears plate mail and a round shield. Contrary to his team, he rides a stout pony, which he will use to flee in case of defeat.
Any surviving agent from the previous encounter will have joined Balur for this attack. Furthermore, he has three more agents with him (D1, AC 5, hp 4, 5, and 6). Note that Aziz bin Jibril will not fight the PCs if they saved him. Furthermore, neither Bombin nor Doror will break any promise they might have made to the PCs, in order to get their help in Imelda’s lair.
Each dwarf has 3d4 gold coins and 4d6 silver coins, minted in Rockhome.
Conclusion: Into the Mines
[Image: Into the Mines]
Jim Bambra, Phil Gallagher, Graeme Morris, AC9 Creature Catalogue, TSR 1986.
Ed Greenwood, The Five Shires, Gazetteer 8, TSR 1988.
John Nephew, DRM2 Creature Catalog, TSR 1993
Giampaolo Agosta, John Calvin, and Francesco Defferrari, The Undead of Elegy Island, Threshold Magazine issue #13, 2016.
Andrea Ciceri, The Disappearance of Jebediah Gallidox, Threshold Magazine issue #16, 2017.
[Table: Random Encounters]
Rat, Giant (1d4+1)
Rat, Giant (1d4+1)
Albert Bierstadt, A rustic mill, circa 1855, Public Domain via Wikimedia Commons
Jean-noël Lafargue, Leprechaun, Free Art License/Licence Art Libre via Wikimedia Commons
Cave map n. 46, randomly generated with the Cave Generator by G. Agosta
Václav Malý, Motiv aus dem Böhmischen Paradies, 1903, Public Domain via Wikimedia Commons
Abraham Govaerts, Wooded landscape with peasants crossing the ford, circa 1619 Public Domain via Wikimedia Commons
Anton Radl, Waldlandschaft mit Wasserfall, 1825, Public Domain via Wikimedia Commons
William McAusland, used by permission.
Use an appropriate stock art.
1This lesser wererat’s humanoid form looks resembles a halfling. Since lesser wererats are not infected humans, but infected giant rats taking a humanoid form, this does not violate the constraint of lycanthropy being fatal to demi-humans. However, if a halfling-looking wererat idea does not go well with your assumptions on the game world, an immature Doppleganger (4-4* HD) built using the D&D Master Set rules for weaker monsters could be used instead.
2Daggers of Sorcery are a spell-like ability of the Crones of Chaos. They disappear when the Crone is defeated.
3We employ the Leprechaun PC race from Tall Tales of the Wee Folk, but obviously you can use the equivalent for any rules system you are using.
4O’Brann has memorised the following spells: Charm Person, Locate Object, Sleep, Warp Wood; Entangle, Fairy Slumber, Obscure, Mirror Image; Fly, Charm Monster, Haste, Summon Animals; Confusion, Dimension Door, Enchanted Weapon, Polymorph Other; Neutralize Poison, Summon Object, Create Normal Animals, Animate Objects. O’Brann has the Bargaining, Dancing, Craft (Shoemaking), Craft(Leatherworking), Storytelling, Knowledge (Geography of the Five Shires), and speaks, besides the local language, also the elven language (albeit an obscure dialect), and a rather obsolete dialect of Traladaran.
5See DMR2 Creature Catalog p. 52 or AC9 Creature Catalogue p. 86.
6See “Undead of Elegy Island” in Threshold Magazine #13. Note that, to represent the fact that this Uncorporeal was originally an Ogre, we have chosen to give it 4 extra hit points.
7Rules Cyclopedia, p. 241.